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Organized Play Member. 34 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.




I am a bit confused on this set of rules.

On one hand it seems to be more clarified "sunder" rules from PF 1.

On the other hand, I can't find any reference on how to target the weapon/armor to deal the dmg or if it's supposed to be calculated into every strike.


I am going to be running the Kingmaker AP for the first time, and wanted to get some advice regarding classes and races.

How well do the classes and races not mentioned in the Kingmaker Player's Guide (so basically all non-core) work within this AP. Are their any classes / races that really don't make sense for this AP.


I been working on a hybrid class for a while, and am now seeking feedback from the community. It is a gunslinger / unchained monk hybrid; please keep that in mind when viewing and commenting.

Black Powder Monk <--- Link to Google Doc; commenting is enabled.


So one of my players has taken the Craft Construct feat in the Kingdom Building campaign I am running, and he wants to create stone sentries to help bolster the settlement's defense rating.

So now I need to figure out how to work this in. Suggestions?


Am I reading this ability right to understand that any weapon with the Egoistic perk from the Dynamic Item Creation rules could replace all the bladebound class features and abilities?

Say for instance a firearm?


If a creature has a breath weapon, can it be used against a target that provokes an AoO?

And would it affect all targets in its normal range, or only the target that provoked?


So I am trying to create a new set of artifacts. A set of 5 staffs that each represent a particular element. So far I only have 1 completely, but the others would follow in theme, with basically just swapping out some of the spells.

Below is the write up for the new artifact. I would appreciate feedback.

STAFF OF ELEMENTAL SUPREMACY (WATER)

A long glistening staff that looks to be made of ice and inscribed with sigils and runes of all types. Each of these fabled staves contains the essence of its respective plane. The bearer of one of these staves can, as a standard action, dominate creatures of the staff’s particular variety within 500 feet (as dominate monster), with the targeted creature being forced to make a successful DC 25 Will save to resist. Spell resistance is not useful against this effect.

Additionally, this potent artifact contains many spell powers and other functions. Unlike a normal staff, a {I}staff of the elemental supremacy{/i} holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don’t. A {i}staff of the power{/i} does not lose its powers if it runs out of charges.

{b}The following powers do not use charges:{/b}
• {i}Water Breathing{/i} (extended)
• {i}World Wave{/i}

{B}The following powers drain 1 charge per usage:{/b}
• {i}Aqueous Orb{/i}
• {i}Freeze{/i}
• {i}Hydraulic Torrent{/i}
• {i}Ice Storm{/i}
• {i}Wall of ice{/i}

{b}These powers drain 2 charges per usage:{/B}
• {i}Summon Monster XIII{/i} (elementals only)
• {i}Plane shift{/i} (Will DC 21 negates)
• {i}Jormungandr’s Call{/i}
• {i}Dragon’s Breath{/i} (cold only)

In order for a {i}Staff of Elemental Supremacy{/i} to be recharged, it must spend 1 day per charge on it’s native plane. Once the recharge ritual begins, it cannot be stopped. If the ritual it interrupted, the staff becomes completely inert until the ritual is fully completed.

{b}Destruction{/b}
A {i}staff of the elemental supremacy{/i} can only be broken by taking it to it’s opposing plane and performing a retributive strike while it is attacked by an Elder Elemental. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take an amount of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take damage equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 23 Reflex save reduces damage by half.

The character breaking the staff has a 50% chance (01-50 on d%) of traveling to another plane of existence, but if she does not (51-100), the explosive release of spell energy destroys her (no saving throw).


Was the Battle Dragon's Stance intended to be able to zero out the penalties for TWF?


So I have been working on a concept for a new monster, but I am not sure about the clarity of the abilities and if the DC that I assigned is accurate.

I would like this creature to be reviewed and playtested and feedback provided.

Timeless Sentinels are purpose built to defend places of great power and ancient magics. There bodies are covered in arcane runes and runic carvings that glow when they absorb magical energies.

Timeless Sentinels tend to be built in pairs or groups and can vary in size depending on the site and what they are guarding.
--------------------
Timeless Sentinel CR 10
XP 9,600
Timeless sentinel
N Large construct (inevitable)
Init +1; Senses darkvision 60 ft., low-light vision, see in darkness, see invisibility, tremorsense 120 ft.; Perception +11
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Defense
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AC 25, touch 11, flat-footed 23 (+1 Dex, +1 dodge, +14 natural, -1 size)
hp 170 (11d10+60)
Fort +13, Ref +9, Will +13
Defensive Abilities block attacks, constructed, fortification 50%; DR 10/—; Immune construct traits, death effects; Resist divine power 10; SR 20
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Offense
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Speed 30 ft., burst of speed, fly 40 ft. (good)
Melee 2 arms +18 (2d6+8), slam +18 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks energy redirect, powerful charge
--------------------
Statistics
--------------------
Str 26, Dex 13, Con —, Int 10, Wis 10, Cha 4
Base Atk +11; CMB +20; CMD 32
Feats Blind-fight, Combat Reflexes, Dodge, Flanking Foil[UC], Improved Blind-fight[APG], Lunge, Mobility, Multiattack
Skills Fly +3, Perception +11, Spellcraft +11
Languages truespeech
SQ incorporeal strike, powerful blows ()
--------------------
Special Abilities
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Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.

Burst of Speed (Ex) Move twice base speed in a single move action every 1d4 rounds.

Energy Redirect (Ex) Any spell or spell-like ability that deals energy damage that overcomes the creature’s spell resistance, is instead absorbed, dealing no damage to the creature. The creature is then able to redirect the absorbed energy through an attack, in which the attack would do damage equal to the creatures attack plus the absorbed energy.

Incorporeal Strike (Ex) A Timeless Sentinel’s attacks are able to hit incorporeal creatures as if effected by the ghost-touch property.

Powerful Charge (Ex) Your charge attacks deal additional damage.


I am working on a new summoner archetype that allows for the eidolon to be bound into a weapon.

Here is a link the the most recent google docs version:
Weapon Binder


I am working on a custom archetype the incorporates that Ranger's combat styles, but it needs some changes due to other class abilities.

The archetype allows for the two-handed style tree, but I want to replace the Shield of Swings feat with something else.

Due to book availability, I can only select from CRB and APG.

Any ideas?


I've been playing for several years, so this may seem like a stupid question. But I've been reading some material lately, and the word "demihuman" keeps popping up.

But I do not know what this word means in the Pathfinder?


If a Summoner is affected by negative levels and is thus:

"...treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed"

How does this affect his/her eidolon?


I am trying to figure out how a spell might affect certain class abilities (like the progression of familiars or eidolons)

The mechanics for the spell I am working with are:

This curse causes recurrent amnesia. This does not affect the recipient's current memories, but makes it difficult for new memories to stick. Each day, the victim awakens with no memory of anything that has happened on the day before, and only the vaguest recollection of any event since the curse was laid. Short-term memory remains sharp; a target does not become forgetful in the midst of a conversation or battle. But long-term memories never form, so the target wakes up with no idea where he or she is, who his or her companions are (other than those known before the curse took effect—who may seem from his or her perspective to have suddenly aged), or what the current mission is. Some targets suffering from this curse keep detailed diaries to re-orient themselves. The curse does not halt level advancement. Thus spellcasters can learn new spells and advance in level normally, but forget that they can memorize higher-level spells unless reminded. New skills cannot be acquired; the recurrent memory loss makes it impossible. Feats can however, but again the victim forgets he or she has them.


I am working on a PrC spellcasting class that has access to a limited spell list, but am having trouble wording the number of spells they get.

The class gets to choose 2 spells from the list each time they gain access to a new spell level (which is every odd level), and at every other level they gain 1 new spell from the list.

To me, the above sounds overly complicated.

Suggestions?


I have read every bit of information I can find about animal familiars, but none of them touch upon how to handle an familiar that survives the death of its master.

Does it remain a magical creature? Does it retain the intelligence boost? What if any of the familiar traits/abilities does it retain?